Open r-veenstra opened 8 months ago
If you have a high-DPI screen, Cesium for Unreal uses a lower effective resolution for tile selection on Windows only. This is similar to how CesiumJS works, except CesiumJS does it on all platforms because browsers make that easy, while Unreal does not. There's an option to control this per-tileset and also globally in the project settings.
Following on from the findings in #650, I performed some additional comparisons for tile loading and caching scenarios between Cesium for Omniverse and Cesium for Unreal
Some of these might not be 1:1 comparisons in terms of behind the scenes activity, but are comparable from a UX point of view at least.
The first loads of Unreal were performed by removing clear
cesium-request-cache.sqlite
.Unreal - Google 3D Tiles Manhattan First sesion, first load - 37mb First session, second load - 0mb Second session, first load - 0mb
Unreal - CWT Manhattan First sesion, first load - 10mb First session, second load - 0mb Second session, first load - 0mb
Omniverse - Google 3D Tiles Manhattan First sesion, first load - 130mb First session, second load - 130mb Second session, first load - 130mb
Omniverse - CWT Manhattan First sesion, first load - 35mb First session, second load - 35mb Second session, first load - 35mb
Observations